Four D&D Tips from Star Trek TNG’s 11th Worst Episode | TNG Imaginary Friend


This episode originally aired on May 4, 1992, and is Season 5, Episode 22. It currently holds an IMDb rating of 6.0 and is entitled “Imaginary Friend.” An alien entity assumes the identity of a little girl’s imaginary friend and then grows angry and mean.

Yet another light ball invades the Enterprise. Think “The Child,” but with creepy little girl vibes. This episode features a delightful performance from the child actress who played Clara. However, it doesn’t have much else going for it. We learn about Geordi’s parents both being in Starfleet, that his father is an Exo-zoologist, and his mother is a command officer, which is nice.

Four D&D Tips from Star Trek TNG's 11th Worst Episode | TNG Imaginary Friend

There are internal contradictions, too much technobabble, abandoned storylines, off-screen hand-waving, and several conversations that, while well-written and acted, have no bearing on the story. Dialogue that should have been Troi’s is given to Picard, and there is no B plot to give needed substance. Geordi’s visor could have been used at several points, but by this time in the show, it was completely forgotten except as a mind-control device. Troi could have used her empathic abilities, but by this season, those abilities were largely ignored by the writers.

The show at this point was well on its way to becoming a supernatural or paranormal drama instead of a science fiction action-adventure show.

Dungeon Master Tip Number One: Good Angel, Bad Angel

Clara gets caught between her father’s and Counselor Troi’s good advice and the alien entity’s bad advice. We can do this in D&D. We can have imps or angels or demons start giving certain characters advice and create a dilemma for the player. These influences could be a result of a cursed temple, haunting spirits, or the character’s own flaws or backstory.

Dungeon Master Tip Number Two: Focusing on NPCs

This episode focuses mainly on Clara and the alien entity and sidelines most of the main cast. Now, in TV this is sometimes done to reduce budget or to accommodate actors’ schedules. It is my understanding that this is not the case for this episode. The writers wanted to write a story about children. This can be a trap in D&D. As game masters, we tend to be super creative and love making characters. The only way our characters can enter the story when we are game masters is through NPCs. We can be tempted to introduce darling NPCs and give them the spotlight. Or worse, we can pull out the dreaded GMPC. You’re the game master, and your players should solve mysteries, not your darling NPC.

Side note: The only time a GMPC really works is when there is only the GM and one player. The GM can provide extra support to the player’s character, say by being the archer for a close-range fighter or the freighter co-pilot in a science fiction game.

Dungeon Master Tip Number Three: Leave Space for Banter

I guess? Sorry guys, this episode is weak. Okay, banter. There are several scenes in “Imaginary Friend” that are just banter and have no impact on the story. In D&D, we should allow for occasional banter between characters. It makes players feel like their characters are more real. The trap is in squandering precious game time with, say, banter between two characters while three other players are waiting to do something.

Dungeon Master Tip Number Four: Warlock Patron

The alien entity appears to Clara and disappears when others are around. It tells Clara to do things that are seemingly inexplicable. We can take some of these ideas and use them when we have a Warlock in the party. Having the warlock’s patron appear to them at odd or inconvenient times can be quite engaging. Having other characters find the warlock talking seemingly to themselves adds humor and eccentricities to the character.

Four D&D Tips from Star Trek TNG’s Tenth Worst Episode.

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